/*
{nn} (this entry will not be used by system)

This is the help file used by the Wave-Term C software. The software will
search for the required page by looking for a 4 digit number in brackets.


The software should also print up:

PPG WAVE-TERM                  HELP                           PAGE

the page range will be the first text after the brackets.






{nn}
Ŀ
                                                       
                       PAGE 0                          
                                                       


{0000} 0


ESCAPE


This function will take you to page 1.

To return to DOS, press 'Q' for quit. This will however result in the loss
of all unsaved data.

{0001} 0


RETRY and IDENTIFICATION


The "RETRY" function checks which components are connected to the system and
updates the "IDENTIFICATION" section.

The "IDENTIFICATION" section gives you information on how many units are
linked to your Waveterm, what they are (WAVE/EVU/PRK), and the software
"VERSION" they are working with.

If one of your components does not contain the appropriate software, you'll
get a "NEED VERSION X" message, which tells you that you should exchange the
software EPROMS of the affected component.

If a component position is not occupied you'll get the "NO LINE" message. If
you have connected a unit, but it is not identified, please check if all the
connections are correct and press the "RETRY" function key.


{0002} 0


COMPON


When you select a component that you want to work with on page 0, you have to
press the "COMPON" function key and insert the appropriate component number
according to the "IDENTIFICATION" section.

If you have connected more than one component, (for instance 1 WAVE and 1 EVU)
you can select one of the two components by inserting the number of the wanted
component (SELECTED COMPONENT: 2 - for the EVU). Now the keyboard of the
MEMORY BANK displays any splitpoints you may have selected for the component.

The "SELECT COMPONENT: X" line also interacts with "MULTI SAMPLING: X" and
"GROUP-ASSIGNMENT  A=BANK X   B=BANK Y".

{0003} 0


DISPLAY


This is a sub page to page 0. It displays the sound programme parameters of the
last sound programme to be loaded on the selected component (WAVE or EVU).

{0004} 0


WAVLINK


This is a sub page to page 0. It allows connection to another Waveterm system
for the transfer of data (Transient sounds, Compound files, Wavetables etc..)



This function emulates an EVU connected to the other waveterm. If there is an
EVU already in the system, it should be switched off.

To use this function you should select "WAVLINK" BEFORE switching on the other
Waveterm. After the other Waveterm has been switched on, you should see an
extra component on its display. If you don't, then check all the connections
and press the "RETRY" button on the other Waveterm. If it still doesn't show
the extra component, switch off both units and consult your dealer.

Select the new component and transfer the required data to it as if it were
a normal WAVE/EVU. This page will then request for a filename etc.

{0005} 0


(help number 0005)

This function is reserved for possible future use.

{0015} 0


MONITOR


This function is used to monitor data between a WAVETERM-B and a WAVE2.3
keyboard. You will be requested for a command number to look out for.
When the command number is sent from the WAVETERM-B, all data from that point
will be collected.

Note: This function is used for development only and should not be available
on the final versions of this software.


{0006} 0


MULTI


This is used to create new splitpoints or correct existing splitpoints in a
keyboard arrangement of a component.

When the "MULTI" key is selected, a number can be entered at the MULTI-SAMPLING
line. There are two different types of splitpoint creation:


1.  OVERALL EVEN ARRANGEMENT.  Any figure between "01" and "28" creates up to
    eight splitpoints simultaneously and distributes the splitpoints evenly.
    e.g.   Select "MULTI"
    insert "12".     Now a splitpoint occures every 12th semitone.



2.  INDIVIDUAL ARRANGEMENT.  The splitpoints can be set anywhere on the
    keyboard.

    e.g.   Select "MULTI",
    Using the cursor keys, move the split line to the required position



Splitpoints can be programmed directly on the keyboard using the mouse.

The mouse should be positioned over the required note to split and the LEFT
button pressed. To delete a splitpoint, the mouse should be positioned over
the splitpoint and the RIGHT button pressed. A splitpoint can be moved by
moving the mouse to it and while holding the LEFT button, dragged to a new
position and the button released.

{0007} 0


GROUP


The GROUP-ASSIGNMENT facility calls up the individual banks of a component.
It helps you to check the contents of individual banks.

Select "GROUP" and enter "5" for bank A and "7" for bank B. Push the "GROUP"
FUNCTION KEY of the Wave2.3 keyboard. The "GROUP B" LED should be lit and the
LCD display should read "GR:  b=BK:7". The sound on bank 7 of the Wave2.3 will
be audible when the keyboard is played.

The "GROUP" affects the EVU in the same way as the WAVE. It does not affect
the PRK and cannot be used on components 4 to 7.

{0008}S 0 - 9


PRINT


If a printer is connected to this computer and "PRINT" has been selected,
a copy of the screen contents will be printed out.


{0009} 0


HELP


If using a mouse, the help feature can be accessed using the right mouse button
Point to the item where help is required and press the button.


The help feature can be accessed by pressing the 'F10' function key at the top
of the keyboard. Help can not be accessed while the Waveterm is waiting for
an input after a function has been chosen.


To get help about any required item, move to the item using the mouse or
cursor keys and press the 'F10' key.


Use the mouse or cursor keys to move to an item on the page and click the
left mouse button or press the RETURN key if using the keyboard.
You can also use the function keys to select an item as the menu at the
bottom of the screen is a reference for these keys.

Some items have a "ROLL" feature. This enables several choices from one
screen position.

In the help screens:
WAVE    refers to a PPG Wave2.2 or Wave2.3 keyboard.
EVU     refers to the PPG expander unit.
PRK     refers to the PPG processor keyboard.

It should be noted that this current version of software does not support
the PRK.

{nn}
Ŀ
                                                       
                       PAGE 1                          
                                                       


{0100} 1.00

MAIN INSTRUCTION


In page 1, you are able to construct waveforms with Fourier Synthesis and
Free Fundamental Synthesis. Before you start working on this page, please
go to "PROGSET". This prepares your WAVE 2.3 (or EVU) and makes sure that
every waveform you make can be played immediately after pressing "COMPUTE".



The Waveterm-C also features WAVETABLE RESYNTHESIS, where it is possible to
analyse a natural (sampled) sound and create a new wavetable, reducing and
reconstructing the natural sound.


FOURIER SYNTHESIS

According to Fourier, any complex waveform can be traced back to its individual
harmonics and its fundamental waveform, the sine wave. The harmonics are
integer multiples of the fundamental waveform which in Fourier synthesis is
always a sine wave. The individual impression of a complex sound is defined by
the amount and intensity of the harmonics.


FREE FUNDAMENTAL SYNTHESIS

This new kind of synthesis is based on Fourier synthesis but in addition uses
any waveform as a fundamental waveform, thus increasing the sound variety
strongly.





{0101}S 1 - 9

FUNCTION: SYSTEM COMPONENT


This field shows you which of your system's components are correctly connected
to the Wave Term B. The Wave Term B checks the software of the connected units,
via the communication bus cables. If the Wave Term B doesn't detect any errors,
the connected units name and software version are displayed in the system
component field.

When you have connected more than one component to your Wave Term B, you will
have to select the unit you want to work with. To do this, use the "ROLL"
keys. The displayed component is always the selected one, for each main page
seperately.





{0102}S 1 - 4

FUNCTION: BANK


The bank is the temporary storage area in the selected component.
You are able to load either sampled sounds (Transient or 'T' files) or
synthersizer sounds (wave compounds or 'C' files) into a bank.

When you want to load a double-bank transient sound (for example, the snare
sample T635 on disk 24), you have to load it into an even-numbered bank.
Otherwise the sound will not be loaded properly; it will bleed into the sounds
in other banks.

{0103}S 1 - 4

FUNCTION: PROGSET


The "PROGSET" function loads pre-programmed parameter settings into your
Wave 2.3 or EVU. This allows you to start working with the particular features
of this page without having to keep changing the settings on your 2.3 and EVUs.
Each time you return to this page, you may recall the "PROGSET" adjustment
until you wish to alter these settings yourself.

The "PROGSET" operates on the selected bank and connected component.
When you press "PROGSET", all the old settings of this bank are lost.

{0104}S 1 - 2

FUNCTIONS: GET & SAVE


A "W" file contains a set of 90 partial waveforms (10-99) and 20 different
wavetables (00-19). Please note that waveforms have to be stored into the
WAVETERM C's working memory before you save the "W" file onto disk.


"GET" calls up a file from the disk and loads it into the working memory.
If the specified file does not exist, an error message will be shown. Use
"FIND" on Page 9 to list the actual contents of the disk.

"SAVE" puts a file from the working memory onto the disk. If the specified
file already exists on the disk, you will be given the option to overwrite
the file or you can re-save it using a different number.


To use these functions, specify the file type and number, then carry out the
command by pressing "EXECUTE".




Try loading W000 as this contains some demo waveforms.

{0105}S 1 - 2

WAVE COMPOUND FILES


This type of file contains the harmonics used on page 1.00 and the wavetables
used on page 2.00.


The file storage is mapped out as follows:-
  Ŀ
   HARMONICS OF WAVEFORM      
                              
      32 harmonics            
          x 16 bits = 64 bytes
  Ĵ    67 bytes / waveform
   FUNDAMENTAL WAVE NUMBER        repeated for 90 waves
      (range 00-99)    1 byte 
  Ĵ        x 90 = 6030 bytes
   AMPLITUDE OF WAVEFORM      
      16 bit value  = 2 bytes 
  Ĵ
  /                            /
  /                            /
  Ĵ
   WAVETABLE DATA             
     (range 00-19)            
                              
   256 bytes x 20 = 5120 bytes
  
  6030 + 5120

  TOTAL BYTES = 11150

It should be noted that waves 00 to 09 are presets and can not be saved or
loaded to disk. Waveforms generated are 16 bits, 128 samples long = 256 bytes.


{0106} 1

POSITION: FUNDAMENTAL WAVE


This window shows the Fundamental Wave on which the calculation of the inserted
harmonic amplitudes are based. For Fourier synthesis, use the preset sine waves
00-04.  The harmonics are integer multiples of the fundamental waveform.
The individual characteristic of the complex sound is decided by the amount
and intensity of the harmonics.

Normally a sine wave will be the fundamental waveform, but PPG developed a new
type of waveform synthesis based on Fourier synthesis but increasing its power.
PPG made it possible to not only use the sine wave as the fundamental waveform
for calculation but any waveform which has been previously synthesised. This
is called Free Fundamental Synthesis.

In Free Fundamental Synthesis, you can use any wave which has been previously
synthesized. This greatly increases the sound variety.

When a new fundamental wave is inserted, the computer automatically calculates
the new waveform.




{0107} 1

POSITION: CENTER WINDOW


The left part of the window is for the memory communication. With the
page up / page down keys, you can call up the following functions:


	GET    = calls up a waveform from the memory.
	STORE  = puts a waveform into the memory.
	DELETE = erases the waveform from the memory.


In the right part of this window you can change the resulting wave amplitude.
This function does not correct a distorted waveform. It only changes the
overall amplitude without affecting the waveform.


To correct a distorted wave, use the "CORRECT" function or insert another
fundamental wave with a lower amplitude.



{0108} 1

FUNCTION: WAVEFORM NUMBER


This is the number assosiated with the waveform you are currently editing.


Note:    Waveforms 00 - 09 are preset waves and nothing can be saved to
			   these wave numbers.

	 Waveforms 10 - 99 are user waves which can be modified and stored.


The waveforms that are stored in the working memory will be lost when the
computer is powered off, or the Waveterm program is stopped for whatever
reason. All waveforms should be stored to disk in a wave compound file using
"SAVE" if you do wish to keep your work

{0109} 1

FUNTION: WAVE AMPLITUDE


Enter a number in the range 0 to 32767 to represent the final volume of the
waveform you are editing.



{0110} 1

FUNCTION: HARMONIC INPUT WINDOW


The "HARMONIC INPUT WINDOW" is the area where you enter thirty two (32)
different harmonics to create a new waveform. Each amplitude can be assigned a
value anywhere from 0 to 32767.

To insert a value, move the cursor using the cursor keys next to the harmonic
number you wish to work with. Enter a number from "0" to "32767" and press
the "enter" key, then the resulting waveform is displayed. Move the cursor to
the next number you want to adjust, insert a number and the resulting waveform
is displayed on the top of the last.

To combine these waves, press "COMPUTE", and the resulting waveform is
displayed in the center window.

The amplitude of the new waveform may excede the maximum level, which creates
distortion. This distortion may or may not complement the sound you are
creating. If you wish to avoid distortion, press "CORRECT". This function
changes the inserted values, but not the relation between the inserted waves.




{0111} 1

ESCAPE


The "ESCAPE" function key always takes you out of the momentary operation
back to your actual page. The cursor shows up on top of the screen at PAGE: x.

{0112} 1

EXECUTE


On the old Waveterm-A and Waveterm-B this function would execute the current
selected item. On the Waveterm-C, any required item can be selected by pressing
the left mouse button or pressing the return key.

{0113} 1

LEFT / RIGHT / UP / DOWN


These keys are not fully used on the Waveterm-C as the mouse or keyboard
cursor keys are used instead.

{0114} 1

CORRECT


This will compute a waveform from the harmonics you have entered.

This function then checks to see if the resulting level is too high and will
correct the final amplitude of the wave.  If the level of the wave is low, then
it is 'amplified' to full level. All results are shown in the harmonics entry
area on the right hand side of the screen.

{0115} 1

COMPUTE


The "COMPUTE" function key will calculate a waveform from the harmonics you
have entered.
The final output level may be too high and the waveform may be distorted.
The distortion could be a nice audio effect, but you can achieve a gain-
corrected waveform be using the "CORRECT" function.

If the level is too low, it can be 'amplified' using the "CORRECT" function.


{0116} 1

This is the file type code. On page 1.01 there are several types of files that
can be used.


The file type codes are:


	W       Wavetable file.
		This file contains harmonic values used to build waveforms.

	F       Frame files.
		A frame file is a small 'sample' waveform.

	C       Compound wave file.
		This is stored like a sample but is treated as waveforms.

	T       Transient sound file.
		(sampled sound).


With the compound and transient files, you are given the choice of the
starting point and length.


{0120} 1.01

MAIN INSTRUCTION


In page 1.01, you are able to draw or modify waveforms using the mouse.
Before you start working on this page, please go to "PROGSET". This prepares
your WAVE 2.3 (or EVU) and makes sure that every waveform you make can be
played immediately after pressing "COMPUTE".

When the "COMPUTE" button is pressed, the drawn waveform is analysed and
broken down into its individual harmonics. The harmonics can be further
modified using page 1.00 or page 1.02.


{0121} 1.02

MAIN INSTRUCTION


In page 1.02, you can modify the individual harmonics that make up a waveform
by using the mouse.

All other functions are the same as on page 1.00.



{0198}S 0 - 9




This key is not currently in use and is reserved for future expansion.

{0199} 1 - 9


HELP


If using a mouse, the help feature can be accessed using the right mouse button
Point to the item where help is required and press the button.


The help feature can be accessed by pressing the 'F10' function key at the top
of the keyboard. Help can not be accessed while the Waveterm is waiting for
an input after a function has been chosen.


To get help about any required item, move to the item using the mouse or
cursor keys and press the 'F10' key.


Use the mouse or cursor keys to move to an item on the page and click the
left mouse button or press the RETURN key if using the keyboard.
You can also use the function keys to select an item as the menu at the
bottom of the screen is a reference for these keys.

Some items have a "ROLL" feature. This enables several choices from one
screen position.

In the help screens:
WAVE    refers to a PPG Wave2.2 or Wave2.3 keyboard.
EVU     refers to the PPG expander unit.
PRK     refers to the PPG processor keyboard.

It should be noted that this current version of software does not support
the PRK.





{nn}
Ŀ
                                                       
                       PAGE 2                          
                                                       


{0200} 2.00

MAIN INSTRUCTION: PAGE 2.00


The PPG system is based on the PPG Wavetable principle.
Page 2.00 of the WAVETERM C is the Wavetable creation page.

A wavetable is a set of 128 different waveforms. All operations on this page
are visible on this page and directly audible and shapeable on the "WAVE"
synthesizer.



Stereo Wavetables

To make a stereo wavetable is quite adventurous and should only be done by
the more experienced programmers using both page 2.00 and page 2.01.

By changing the keyboard mode to 1 and allocating the GROUP controls to make
group A the left channel and group B the right, the wavetable on page 2.00
will be heard on the left channel. By going to sub page 2.01, you can program
a different wavetable for use on the right channel.

Use the help feature on page2.01 for more details.


@ 2

SOME FUTURE FUNCTIONS


Shift Wavetable


It should be possible to shift a whole wavetable by a number entered in
a question box. The number and direction are entered.

e.g.
	Direction: DOWN
	Step:      1


  1 01                            1 55
  2 02    would become --->       2 01
  3 03                            3 02
  4 04                            4 03

126 00                          126 00
127 55                          127 00


@ 2

Expand Wavetables


It may also be possible to use some form of multiplication factor instead
of an increment. The above shift is linear, but imagine a squared shift.

e.g.    SQUARED SHIFT

	Direction:  DOWN
	Start step: 1

The harmonic number is multiplied by itself....

  1 01                         *  1 01
  2 02    would become --->       2 00
  3 03                            3 00
  4 04                         *  4 02
				  5 00
				  6 00
				  7 00
			       *  8 03
				  9 00
				 10 00
				 11 00
				 12 00
				 13 00
				 14 00
				 15 00
			       * 16 04
Another could be x2

  1 01         1 00
  2 02  ---->  2 01
  3 03         3 00
  4 04         4 02
	       5 00
	       6 03
	       7 00
	       8 04


{0201} 2.00

MAIN INSTRUCTION: PAGE 2.01


Page 2.01 of the WAVETERM C is the STEREO Wavetable creation page. If you
are not an experienced PPG programmer, you may first like to gain experience
using Page2.00 creating MONO wavetables. You should also know about the GROUP
controls and keyboard modes (KBM) on the PPG WAVE 2.3 or EVU.


Basically:-

    Page2.00 is used to create the LEFT channel of the stereo wavetable.
    Page2.01 is used to create the RIGHT channel of the stereo wavetable.




The bank number on page2.01 is NOT the same as page2.00 and MUST NOT be made
the same or stereo operation will not be possible.


To set up a stereo wavetable, first use the PROGSET on page2.01. This will set
up everything automatically except for the keyboard mode.
Now press the KEYB button and enter '1' on the WAVE2.3 or EVU.






Note:
It is not recommmended to use keyboard splits as this may lead to confusion.

The parameters for the left channel are used to set up the right channel when
loading a 'C' file. This is due to the way the WAVE2.3 sends parameter data.

{0203}S 1 - 4

FUNCTION: PROGSET


The "PROGSET" function loads pre-programmed parameter settings into your
Wave 2.3 or EVU. This allows you to start working with the particular features
of this page without having to keep changing the settings on your 2.3 and EVUs.
Each time you return to this page, you may recall the "PROGSET" adjustment
until you wish to alter these settings yourself.

The "PROGSET" operates on the selected bank and connected component.
When you press "PROGSET", all the old settings of this bank are lost.





The Page2.01 STEREO PROGSET


If the progset function is selected from Page2.01, the group controls will
automatically be set up but you must manually set the keyboard mode.
Longer envolope delay/release times and different filter settings will also be
set to enable you to hear the full stereo effect.


{0204} 2

FUNCTION: REVERSE


This function will reverse the entire wavetable and re-compute it.
Wave 00 becomes wave 127, wave 01 becomes 126 etc.




This function was mainly developed for using on stereo wavetable sounds as one
wavetable can be used for the left channel and the right channel can be the
reversed version of the left.



{0205} 2

FUNCTION: INSIDE-OUT


This function is very similar to the REVERSE function but with an important
difference. Generally, only the first 64 waves of a wavetable are used so
it would not be useful to reverse the entire wavetable.

The INSIDE-OUT function will reverse the two halfs of the wavetable separably
basically pulling the waves from the inside and putting them on the outside
of the wavetable.

Try loading W000 and GET wavetable 19 as the numbering of the waveforms is
suited to showing what this function does. Now press INS-OUT.




This function was mainly developed for using on stereo wavetable sounds as one
wavetable can be used for the left channel and the right channel can be the
reversed version of the left.


{0206} 2

FUNCTIONS: GET & SAVE


"GET" calls up a file from the disk and loads it into the working memory.
If the specified file does not exist, an error message will be shown. Use
"FIND" on Page 9 to list the actual contents of the disk.

"SAVE" puts a file from the working memory onto the disk. If the specified
file already exists on the disk, you will be given the option to overwrite
the file or you can re-save it using a different number.


To use these functions, specify the file type and number, then carry out the
command by pressing "EXECUTE". An explanation of the various file types handled
by this page follows....
@ 2


W Files (Wavetables)


A "W" file contains a set of 90 partial waveforms (10-99) and 20 different
wavetables (00-19). Please note that waveforms have to be stored into the
WAVETERM C's working memory before you save the "W" file onto disk.

Try loading W000 as this contains some demo wavetables



C Files (Compounds)


A "C" (compound) file contains a wavetable and analog parameters which have
been set on the front panel of the Wave 2.3 keyboard.

In the case of stereo wavetables, the compound file will contain both LEFT
and RIGHT wavetables with individual parameters for each. If you try to load
a standard MONO compound file on page2.01, it will be playable on the RIGHT
channel only. If using stereo wavetables and you wish to save a compound file
you will be given the choice of a MONO or STEREO save.

Note: When a compound file is saved, the parameters for the LEFT channel are
used for both channels. This is due to the way the WAVE2.3 sends parameter
data.



F Files (frames)


A "F" (frame) file is a small clip of a sample or wavetable which can be
further manipulated using page1.01 (the fourier analysis page) and later,
re-entered into the wavetable.



{0207} 2.02

MAIN INSTRUCTION: PAGE 2.02


Page 2.02 shows a 3-D display of the current page2.00 buffer. The buffer
could contain either a wavetable or composite file. If you are using stereo
wavetables, you will only see the LEFT channel waveforms.

Generally, you will only be using the first half of the wavetable and you
will not hear the second half (which is towards the top of the screen).
Because of this, you are given various viewing options which allow you to
see what parts you want in detail.



{0208} 2.02

VEIWING OPTIONS


These are as follows:-



FULL_WT (full wavetable)

This will show the complete full wavetable. For a more detailed display, you
should choose '1ST HLF' or '2ND HLF' to show the first or second half of the
wavetable as required.

Waveform 0 is towards the bottom of the screen and waveform 127 is towards
the top.




1ST HLF (first half of wavetable)

This shows waveforms 0 to 63.

Generally, only the first half of the wavetable will be in use and this option
will show this area in detail.

If you used the page 2.00 progset to set up the sound, you should be aware that
when a note is pressed, the first waveform used is towards the top of the
screen and the direction is down through the table. This is because the attack
setting for ENV1 is '00'.




2ND HLF (second half of wavetable)

This shows waveforms 64 to 127.

This option shows the second half of the wavetable. This area only gets used
with more advanced programming of the sound on the WAVE2.3 or EVU.


{0209} 2

POSITION: LEFT WINDOW


This window displays the single waves of a wavetable. The work you do in the
Right Window is visually displayed here.

The Left Window allows you to work with twenty different wavetables (00 to 19),
and communicate with the WAVETERM C's internal memory.

	GET    - calls up a wavetable from working memory.
	STORE  - puts a wavetable into working memory.
	DELETE - erases a wavetable from the working memory.


NOTE:  Before you save the created wavetables onto disk, remember to first
"COMPUTE" and "STORE" your work.



{0211} 2

FUNCTION: WAVEFORM INPUT WINDOW


The "WAVEFORM INPUT WINDOW" is the area where you are able to enter 128 partial
waveforms. A wavetable contains 128 waveforms (000-127), All the entries are
displayed on the WAVETERM C. When you create a wavetable, it is not necessary
to define each entry as the WAVETERM C calculates the mean values.

Enter a number from "00" to "99", and the waveform is displayed in the left
window. (If "PROGSET" from page 1 is already set, you can play the last
waveform you have entered).

"COMPUTE" calculates the wavetable and sends the result to the selected
component.

"DISPLAY" shows you the whole wavetable step by step and sends the particular
waveforms to the selected component.

"CONTIN" (continuous) does the same as "DISPLAY" but jumps from 127 to 0 and
starts again. You can stop both functions by pressing "ESCAPE".




Note:
Waveform 00 is a blanking waveform allowing interpolation between surrounding
waveforms. Waveform 09 is also a special case as it will become whatever
waveform had previously been at that position in the Wavetable. Waveform 09
is used as a sample 'frame' which can be saved off to disk as an 'F' file
where it can be further modified on page1.01.

Warning:
Do not attempt to store a wavetable with wave 09 in it. Wave 09 is a sample
frame and not harmonic data as used in wavetables. Sounds can be stored as
compound files or each frame can be changed back to harmonics on page1.01.




{0240} 2

EXECUTE


This function on page 2.00 will do exactly the same as the COMPUTE function.

It will calculate a wavetable from the waveforms that have been entered into
the right hand window and send it to the selected component.


{0245} 2

DISPLAY


If selected, this function will scan through all waveforms in the wavetable.
If a key is held down on the synthesizer, you will hear the waveform displayed
in the left hand window. You can pause the scanning procedure by pressing
DISPLAY again.



{0246} 2

COMPUTE


Each waveform entered in the right hand window will be calculated into the
main wavetable which is then transfered into the WAVE 2.3 synthesizer.

If '00' is entered, then this entry will be ignored and the waveforms either
side of this will be interpolated to fill in all gaps in the wavetable.



{0247} 2

CONTIN



"CONTIN" (continuous) does the same as "DISPLAY" but jumps from 127 to 0 and
starts again. You can stop the function by pressing "ESCAPE".

If selected, this function will scan through all waveforms in the wavetable.
If a key is held down on the synthesizer, you will hear the waveform displayed
in the left hand window. You can pause the scanning procedure by pressing
DISPLAY again.



{nn}
Ŀ
                                                       
                       PAGE 3.00                       
                                                       


{0300} 3.00

MAIN INSTRUCTION: PAGE 3


With Page 3, you are able to digitally record (or "sample") any sound, using a
microphone, tape machine or turntable, and play it back across the keyboard of
your Wave 2.3. These sounds can then be manipulated and refined before saving
them onto disk for future use.

An analog/digital converter changes the sound into digital computer data. The
waveform of the sampled sound is visually displayed on the Term and can be
heard when you play the keyboard of the Wave 2.3.

With the various modification features on this page, you can shape the sound
to your liking, and store the results onto disk as a "Transient" sound (called
a "T" File). The sound can then be recalled at another time, modified and
shaped further, and even be mixed with other sounds to create sounds never
heard before.



{0301} 3.00

FUNCTIONS: GET & SAVE


"GET" calls up a file from the disk and loads it into the working memory.
If the specified file does not exist, an error message will be shown. Use
"FIND" on Page 9 to list the actual contents of the disk.

"SAVE" puts a file from the working memory onto the disk. If the specified
file already exists on the disk, you will be given the option to overwrite
the file or you can re-save it using a different number.

To use these functions, specify the file type and number, then carry out the
command by pressing "EXECUTE". Below is an explanation of the various file
types handled by this page.



A "T" file is a sampled sound. The file also contains analog parameters to
which have been set on the front panel of the Wave 2.3 keyboard.


A "C" (compound) file contains a wavetable and analog parameters.


A "F" (frame) file is a small clip of a sample or wavetable which can be
further manipulated using page1.01 (the fourier analysis page) and later,
re-entered into the wavetable.

An "I" file is an IBM / Microsoft compatable RIFF (.WAV) file.
The RIFF file format was developed by Microsoft and IBM for use with
Microsoft WINDOWS applications. The Waveterm can load and save this type
of sound file but these types of files cann't contain WAVE2.3 or EVU settings.
This will mean that you should never store an "I" file unless it is actually
for another computer program using the RIFF format.


@3.00

Some of the RIFF 'I' files available are:-

I100    Bass drum
I101    Snare drum
I102    Clap
I103    Closed hi hat 1
I104    Closed hi hat 2
I105    Castanet
I106    Bass drum (ambient)
I107    Snare drum (ambient)
I108    Tom (ambient)
I109    Clap (ambient)
I110    Thip
I111    Rim

The above sounds were sampled from track 32 - Hip Kit from the Samplography
Compact Disk.




{0302} 3.00

SOUND TYPE


This is used to give an extra way of indexing sounds/files.

Generally used for Transient sounds as follows:-

	BA      Bass sounds
	BR      Brass sounds
	DR      Drums
	EF      Effects
	PC      Percussion
	VO      vocal samples

	etc...

Although you don't need to enter anything in this field for new sounds, it is
highly recomended that you do so as it will make finding a particular type of
sound much easer.



{0303} 3.00

FILE NAME


This is the actual name of the sound you have loaded. If it is a new sound,
you should enter a name for the sound in this field.




{0304} 3.00

FILE SPECIFICATION


This area is used to add more infomation about a particular file.
It is used when renaming or searching for a file.



{0305} 3.00

USER IDENTITY


The user infomation is a way of identifying where a sound came from or who
owns a particular sound or sequence. It is used when renaming or searching
for a file.




{0306} 3.00

FUNCTION: TRACK FORMAT


The most common formats are Stereo and Mono. All WAVETERM B sounds are Mono
and it should be noted that the PPG components within the system were only
designed to accept a Mono sound. Stereo sounds can be used however as can other
sound formats.


MONO

Sampling in Mono is fairly straightforward. Just select MONO in this field
then select RECORD.


STEREO

When sampling in Stereo, it should be obvious that twice the disk space will
be used. When loading a stereo sample, the left signal is downloaded into
the selected bank and the right signal is downloaded to the next bank.
In the case of a double bank sound, the 3rd & 4th banks will be used for the
right hand side of the signal. It is possible to hear the full stereo sound
using keyboard mode 1 with group A for the left and group B for the right
signals.


DIGITAL MULTI-TRACK

Several other track formats are included for direct to disk usage.
These modes are not compatible with the WAVE2.3 or EVU. To use any of these
other track modes, you should select a component that is compatible with using
more than two tracks.

The multi-track modes use massive amounts of disk storage. Even if a track is
not actually used, it may still take up the storage space on the disk.

These multi-track modes may or may not be selectable depending upon the version
of WAVETERM C software on your computer.



{0307} 3.00

FUNCTION: ZOOM MAGNITUDE


The ZOOM MAGNITUDE operates like a microscope. The higher the magnitude, the
higher the resolution. For some operations, the computer automatically uses
higher resolutions such as looping functions.



The resolution of the ZOOM MAGNITUDES:

ZOOM MAGNITUDE: 1       512  periods    = 65536 samples displayed.
		2       346             = 32768
		3       128             = 16384
		4        64             =  8192
		5        32             =  4096
		6        16             =  2048
		7         8             =  1024
		8         4             =   512
		9         2             =   256
		0         1             =   128



{0308} 3.00

FUNCTIONS: SAMPLE RATE


The SAMPLE RATE field is the frequency rate selected for sampling an analogue
audio signal. This field also displays the rate a sound was originally sampled
at when a sampled sound is loaded into the WAVETERM memory.

The sample rates recognised (in KHz) are as follows:-

	48.000   - Professional digital multi-track sample rate
	44.100   - Compact Disk sample rate
	41.910   - WAVETERM-B highest sample rate
	37.800
	33.080
	32.000
	27.430
	22.050
	20.950   - WAVETERM-B
	18.900
	16.000
	13.970   - WAVETERM-B
	11.025
	10.470   - WAVETERM-B lowest sample rate
	 9.600
	 8.000
	 6.620
	 5.510



{0310} 3.00

FUNCTION: AUTOMATIC RECORD


In page 3, you can use the "AUTOMATIC RECORD" to sample Transient sounds via
the LINE/MIC input, with the computer doing most of the work. When you press
"EXECUTE" a bar graph appears that displays the actual input level.

All incomming signals below the threshold are rejected (noise, etc.) and do
not start the recording. The threshold depends on the fixed gain level and the
position of the "SENSITIVITY" inut gain control on the front panel of your
WAVETERM C. The recording starts as soon as the inut level is above the
threshold.

Recording automatically ends when the recording time (depending on the sample
rate) is over. If the level during the recording was too high, a warning box
will display: "OVERFLOW", which might result in distortion.
In this case you should record the sound again with a lower input level.



{0311} 3.00

FUNCTION: AUTOMATIC START


The WAVETERM C automatically calculates the starting point of the Transient
sound. This function is used whenever you start to work with a recorded sample.
It eliminates the small pause between record start and the beginning of the
sound.

The playback starts instantly when playing a key on the Wave 2.3 keyboard.

Note: We recommend that you use this function to center the sampled material on
the axis in the display.


{0312} 3.00

FUNCTION: AUTOMATIC LEVEL


When you activate this function, the computer calculates the optimum level of
the Transient sound and accordingly boosts the level. The result is displayed
and can be heard by playing the Wave 2.3 keyboard.

This function should be also used when you start modifying a transient sound.
All following functions are more effective when the Transient sound is at it's
optimum level and looping is much easier.

The dynamic characteristics of the Transient sound are not lost when using this
function.



Note: This function is also called NORMALIZING on other systems.



{0313} 3.00

FUNCTION: AUTOMATIC LOOP


A "SMALL LOOP" is an appropriate pitch corrected periodical waveform of the
Transient sound that oscillates at the end of the playback. This gives you
the impression of a constant tone. The looping points are automatically chosen
by the computer, but you can change the position of the loop manually with the
Wave 2.3 controls. If the small loop is longer than a quarter of the screen,
it affects the audio quality because of data reduction.

A "LONG LOOP" is half of a single-bank transient sound and one-quarter of a
double-bank transient sound, repeated constantly at the original pitch. in some
cases, this might produce an LFO-type effect due to timbre and pitch changes
within the sample.

When calling up this function, a box will display: "SMALL LOOP (y/n)". You
determine the kind of loop by pressing "y" for "YES" or "n" for "NO" = calling
up the long loop function.

{0314} 3.00

FUNCTION: AUTOMATIC SUSTAIN


The "AUTOMATIC SUSTAIN" is a level changing device. It boosts the second half
of a sample to a constant level. This is incredibly helpful for sounds with a
fast decay. The decay level is increased by the automatic sustain function to
an even level at medium volume, and lets you adjust the decay by means of the
analog controls of the Wave 2.3.

Call up the function with the page-up/page-down keys and press "EXECUTE".
You will be given the option to return back to the original sound in case you
don't like the result.


{0315} 3.00

FUNCTION: AUTOMATIC L-MERGE


The "Automatic loop merge" works only after having created a loop. It can be
used for small or long loops. Whenever a loop is created, the "LOOP MERGE"
function helps to get a smoother result. The loop repetition becomes less
audible and is changed into a type of pitch, depending on the filter vibrato.

The picture displayed in the MEMORY WINDOW changes during the "LOOP MERGE"
procedure and shows the most even horizontal curve for the best audio result.

When you have executed this function, you are given the option to return back
to the original if you don't like the result.


{0316} 3.00

FUNCTION: AUTOMATIC DYN-EXP


The "AUTOMATIC DYNAMIC EXPANSION" is a device which affects the dynamic
structure of a sample. It works like a dynamic expander. The loudest parts of
the sample are retained, the softest parts of the sample are decreased in
volume. This is very helpful in case you have to work with very noisy input
signals. The "DYN-EXP" function deletes most of the noise and keeps the
cleanest parts.

When you have executed this function, you are given the option to return back
to the original if you don't like the result.

{0317} 3.00

FUNCTION: END - DOUBLE BANK


This function will automatically cut the transient sound to the length
required for a double bank transient sound without any loop.




{0318} 3.00

FUNCTION: END - SINGLE BANK


This function will automatically cut the transient sound to the length
required for a single bank transient sound without any loop.




{0320} 3.00

FUNCTION: MANUAL RECORD


The "MANUAL RECORD" function is entered by pressing "EXECUTE". A level meter
is shown on the left so you can adjust the input volume. Set the input volume
(using the cursor keys) as high as possible without going over 0dB, as this
would result in distortion.

The WAVETERM C starts to record when "EXECUTE" is pressed.

Recording continues until any key is pressed.

NOTE: If you don't press a key until after the maximum sample time has elapsed,
the WAVETERM C records over the beginning of your sample. However, the last
part of your sample is always kept in memory.

{0321} 3.00

FUNCTION: MANUAL TEST


This feature allows you to read the full contents of the WAVETERM C Transient
memory. With a sample rate of 10.47 KHz, recording of up to 13 seconds is
possible. The memory of the Wave 2.3 has the capacity of about 2.5 seconds,
so nearly 3/4 of the transient would never be audible if you were not able to
shift the starting point within the transient memory. The "TEST" function
enables you to select individual parts of the sample.

In order to hear the complete contents of the WAVETERM's memory, press
"EXECUTE", and move the thread with the "LEFT" and "RIGHT" cursor keys. When
you have reached a new starting position, press "EXECUTE".
The window now displays the Transient with the new starting point of the
playback. It is very helpful in situations when long events have to be recorded
and you have to find a good starting point later.

{0322} 3.00

FUNCTION: AUTOMATIC DYN-EXP


The manual starting point definition lets you create your own playback start of
a sample, which is especially helpful for drums and percussion sounds.

To enter this function, you have to press "EXECUTE". The comment line appears
with "SET START POINT". Move the thread with the "LEFT and "RIGHT" cursor keys
and press "EXECUTE" at the desired start position. The sample is shifted with
the start point to the beginning of the sample display.

NOTE: The sound material before the defined start is lost. If you are not sure
of the new start position, use the "TEST" function.

{0323} 3.00

FUNCTION: MANUAL LOOP


The manual looping facility offers a long and a small loop. When you press
"EXECUTE", you are prompted for a long loop. If you want a long loop press
"y". The computer comes up with an offer for a loop position which is displayed
in the MAIN WINDOW. The small mark on the right hand side of the loop window
defines the part of the memory which is used for a loop. Using the cursor
"LEFT" and "RIGHT" keys enable you to move the thread manually through the
memory in order to find a suitable "ZERO CROSSING" for a starting point.
The end point for a small loop should be defined within the displayed area of
the screen.

When yo have found the position, press "EXECUTE" to define the start or end
point. Always use "ZERO CROSSINGS" of a waveform (clear definable periods) for
the best loop results.

We recommend that you check your results with a tuning machine to adjust the
loop so it is in pitch with the original sound.

{0324} 3.00

FUNCTION: MANUAL SUSTAIN


The manual sustain function allows you to create very strong dynamic effects
which are not possible with analog effect units. Using this feature makes it
possible to create an envelope on top of a sampled sound, thus defining a new
dynamic make-up of the sound and it's audible structure.

Press "EXECUTE" to enter this function. The comment line displays: "MOVE CURSOR
TO SET ENVELOPE! COMPUTE=EXECUTE". The cursor is now a small dot which can be
moved with the cursor keys in order to draw an envelope. Whenever a point of
the desired envelope is reached, press "SET" to define the position and to
draw a line from the last "SET" point to the new one. An envelope can be
changed or corrected.

When your envelope is finished, press "EXECUTE" to let the computer calculate.
The modified sample is displayed in the "OPERATIONAL-" and "MEMORY WINDOW".


{0325} 3.00

FUNCTION: MANUAL DECAY


The "MANUAL DECAY" feature can be used in different ways. First, it can be used
to mark the tight ending of a sample. This is very helpful in case you don't
want to use a loop and you have to define manually an ending for the sample.
Second, it can be used to chop a sample. Third, it can create a smooth volume
fade out.

Press "EXECUTE" to enter the "Manual Decay" function. The comment line appears
with "SET START POINT". Move the thread with the motion keys to the position
where the "Decay" should start. Press "EXECUTE". The comment line displays:
"SET END POINT". Move the thread to determine the end point. Press "EXECUTE"
and the computer calculates and shows the result on the display.

{0326} 3.00

FUNCTION: MANUAL REVERSE


The "Manual Reverse"  function changes the sample around, so it can be played
backwards.

When you have pressed "EXECUTE", the sound appears reversed. Short sounds are
shifted to the right side of the display and might be out of the audible part
of the memory. For this reason you will have to create a new starting point at
the beginning of the reverse sample.

If you want to go back to the original sound, you must repeat the reverse
operation. The reversed sound can be modified with all other functions of this
page.

You can shape the beginning of a sample in the same way as you would normally
modify the ending of a sample by reversing it first, modify the sound with the
"DECAY" function, and then reverse it again.


{0327} 3.00

FUNCTION: MANUAL PHASE-MERGE


The "manual phase-merge" function operates as an audio processing installation.
The phase of a sample can be shifted and merged with the original, thus
creating flanging or chorus, echo and room simulation effects. Slow fade in
of effects are also possible.

Though it's possible to use this function with any zoom magnitude, we suggest
that you experiment also with "ZOOM MAGNITUDE 8", in order to set the
parameters of this function as precise as possible.

Press "EXECUTE" and the comment line displays "SET PHASE POINT 1". Move the
thread using the cursor keys to the extreme left and press "EXECUTE". The
comment line now displays: "SET PHASE POINT 2". Move the thread to the right
and press "EXECUTE" or press "ESCAPE" to quit the operation. When the
calculation has been carried out, you will be given the option to return back
to the original.

NOTE: Phase point 1 defines the phase shift, while phase shift 2 defines the
attack. The more right form the edge of the main window point 1 is set, the
later begins the effect. The larger the distance between point 1 and 2, the
smoother the effect.


{0328} 3.00

FUNCTION: MANUAL RINGMOD


With the ring modulator, a sample or a waveform can be modulated by any type of
waveform of another wavetable, at any modulation frequency, anywhere from 4 to
2000 periods. It is possible to create analog types of ring modulator effects,
vocoder effects and FM based sounds.

Call up a wavetable in page 2 and press "COMPUTE". Change to page 3, call up
the manual "RING-MOD" function, and press "EXECUTE". You will be prompted to
enter a frequency.

Press "EXECUTE". You will have the option to return back to the orignal sound
if you don't like the effect.

If you want to fade in or out an effect, we recommend that you use wave 05 on
page 2 for creation of a wavetable.
Also, it will be necessary to use a long loop to retain typical ring modulation
effects. FM-based sounds can be achived by using frequency values of 32, 64,
128 or 256.



{0329} 3.00

FUNCTION: IMPORT WAVEFORM


This function gives you the choice to load whatever wavetable or waveform
you have loaded on page 1 or page 2.

On the WAVETERM B system, any waveform on page 2 would always be visible on
page 3 but this system handles transient sounds (samples) in a completely
different way. Also, it should be noted that unlike the WAVETERM B, any sounds
loaded on page 3 will not affect waveforms on pages 1 & 2.


{0330} 3.00

FUNCTION: FILTER


Using the filter, it is possible to cut out certain frequencies within the
sample.

Press "EXECUTE" and an options box will appear. Just fill in the details you
require and press "EXECUTE". You will be given the option to return to the
original sound.



{0331} 3.00

FUNCTION: REVERB


This uses one of several reverb algorithms which can give your sample more
atmosphere.

Imagine what your sample would sound like if it had been recorded in a bathroom
or at the bottom of the biggest canyon that you could ever imagine. With this
effect, you can specify which type of reverb is required, the length, and many
other parameters from an options box that will appear if you press "EXECUTE"

On future versions it may be possible to specify the frequency range affected
by the reverb function.


{0332} 3.00

FUNCTION: DOPPLER


The Doppler function is useful for creating special sound effects.

Imagine a sample of a police car siren. It would not be enough to just increase
and decrease the volume to give the impression of a high speed car chase.
The pitch of the siren should be higher when racing towards you than when
disapearing into the distance.

The real effect can be explained thus:
	Since the object (car etc) is comming towards you, the sound waves are
	'crowded' closer together, and more of them reach you in a given time.
	The reverse happens when the object moves away. Less waves hit your ear
	because the sound waves are effectively 'stretched' father apart and
	the frequency appears lower.

Press "EXECUTE" to give you the options box where you can enter the speed and
acceleration of the object.

{0333} 3.00

FUNCTION: CHORUS


With this effect, you are given a choice of frequency and depth to give an
effect similar to an electronic chorus unit.



{0334} 3.00

FUNCTION: PHASOR


The original way that recording engineers would achive a phasing or flanging
effect would be to use two tape machines synchronised with the same piece of
music playing. Each tape machine could be made to fall slightly behind the
other by placing a hand on the 'flange' of the tape reel. This would cause a
'swooshing' effect that can be imitated digitally quite easily.

Press "EXECUTE" to call up an options box where you will be prompted for
the rate and depth for this effect. You will be given the option to return
to the original if you don't like the effect.



{0335} 3.00

FUNCTION: MANUAL COMPRESSOR


This is exactly the same as the traditional studio compressor.

The following items should be filled in from the options box:

	TYPE      - the two types available are "RATIO" and "SOFT-KNEE".

	THRESHOLD - used to set the threshold at which all sounds above this
		    will be compressed.

	RATIO     - how much louder or softer the output will be
		    (not in use for the soft-knee type.

	ATTACK    - how long before compression fully takes place

	RELEASE   - how long before compression stops after sound falls below
		    the threshold level.

Other options may be added in future versions.




{0336} 3.00

FUNCTION: MANUAL NOISE GATE


This is the same as a traditional studio noise gate which can be triggered
either by sample data or a Wavetable. A choice can be made of which sample
data to use.




{0337} 3.00

FUNCTION: CLEAR


If you want to clear all data from page 3.00, use this function.



The following parameters will also be reset to the following:

	Sample frequency:       48 KHz
	Channels:               STEREO
	Zoom magnitude:         1


Although this function clears all data from page 3.00, it does not clear any
sound you currently have on your PPG/EVU.


{0350} 3.00

DEVELOPMENT FUNCTION:                           DISPLAY MEMORY AVAILABLE



This function displays the memory left in the system so we know just how
we are progressing (or not).


	char     msg[80];
	unsigned long core;
	core  =  farcoreleft();
	setcol   (LIGHTGRAY);
	setfill  (SOLID_FILL, BLUE);
	bar      (0,400,350,408);
	sprintf  (msg,"FREE CONVENTIONAL MEMORY: %lu bytes", core);
	outtextxy(0,401,msg);






A test for extended memory is then made via the _emb_init routines and
if a version number is returned, the following routine is also ran:-


	core  =  emb_coreleft() * 1024;
	sprintf  (msg,"FREE EXTENDED MEMORY:     %lu bytes", core);
	outtextxy(0,409,msg);






{nn}
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                       PAGE 3.01                       
                                                       


{0300} 3.01

MAIN INSTRUCTION: PAGE 3.01


On page 3.01, called the "DIGITAL MANIPULATION MIX PAGE", up to four different
sounds can be mixed together to create totally new sounds.

To select a sound to work with, move the cursor over a channel's file
selection, and choose a file, ether "T" (samples) or "C" (synth). Enter the
file number directly to the right, press "EXECUTE", and the sounds waveform
is now displayed. Each sound loaded into the four channels can be heard when
you select the corresponding bank on the Wave 2.3 (i.e. CH1 sounds on bank 1).

Each sound can have a seperate delay, chosen by entering values from 0001 to
9999 samples. The level and envelopes of each is set by moving the cursor over
the channel number and pressing "EXECUTE". Then, the volume is adjusted, and an
envelope is created using the cursor keys.

After you have set all the sounds as you like, press "COMPUTE". This mixes the
4 sounds together, and loads the result into BANK 0 of the Wave 2.3. The new
sound can be saved to disk using the "SAVE" function at the right side of the
display, as a "T" file.

{nnnn} 3.01

FUNCTION: Channel 1,2,3,4


In this page, you can work with up to four different sounds, Channel 1 to 4.
To set the volume level and envelope of each, move the cursor over the channel
number and press "EXECUTE".

The "VOLUME" display to the right now shows a level "STARTING POSITION" of 12dB
To adjust this amount, use the "DOWN" and "UP" cursor keys. When you have the
desired level set, press "EXECUTE".

Now, the WAVETERM C begins to draw a line from the left to right that will be
your envelope. Use the "DOWN" and "UP" keys to adjust the level while the line
is drawn. When drawing an envelope, you are able to speed up the action using
the "QUICK" function. This will give the remaining part of the envelope an even
level, determined by the point you pressed "QUICK" at.

Please note that using this function will end the drawing of the envelope,
though you can redraw the envelope without problem. When you are satisfied with
the envelope, press "EXECUTE" to exit the drawing function.

{nnnn} 3.01

FUNCTION: Loading "T" and "C" files


In Page 3.01, you are able to use both sampled sounds ("T" files) and
synthersizer sounds ("C" files).

First, move the cursor over the file selection next to "GET". The "T" file is
automatically offered and to select a "C" file you must use the
page-up / page-down keys.

Now, move the cursor one space to the right, enter the file number (000 - 999)
of the sound you want to use and press "EXECUTE". The waveform of the sound is
then displayed directly below in the sample window.

Take note, that the analog settings of the last "T" or "C" file you enter are
the settings of the resulting mix, as well as the type of loop to be used.
Of course, it is possible to edit these settings after you have completed your
mix before saving the new sound onto disk.


{nnnn} 3.01

FUNCTION: Delay 1,2,3,4


In Page 3.01, each of the four separate sounds can be given a unique delay
when using the "DELAY" function.

Move the cursor over the field next to "DELAY" of each channel. Delays from
0001 to 9999 samples are possible, but note that the actual delay time varies
with playback pitch, original sample pitch and loop data.




{nn}
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                       PAGE 4.00                       
                                                       


{0400} 4.00

MAIN INSTRUCTION: PAGE 4.00


On Page 4, you are able to draw a Resonator Curve ("R" file) which can be used
to calculate a resonator wavetable out of an input waveform. You will find some
examples of "R" files in the DEMO section on the disk. First call up "W 000"
on page 1, then go back to page 4 and call "R 000" which is a typical resonator
of the vocal "A". Insert 08 as "INPUT-WAVE" and press "EXECUTE", then move the
cursor to "PROGSET", press "EXECUTE" and listen to the result. Each key of your
Wave 2.3 plays on its own waveform but sounds like the vocal "A"!

Create your own RESONATOR by pressing "DRAW". You will notice that a small
point appears at the left side of the graphic display. Using the cursor keys,
you are able to move the point through the display. When you have chosen a
point in the display to complete a line, press "SET". The new line is
displayed. If you don't want to keep the line, press "DELETE", or press
"ESCAPE" to keep the drawing and leave the drawing mode.

The frequency (in Hz) and gain show the frequency and gain level of the point
positions.


{nnnn} 4.00

File Instruction "R"


On Page 4, the Resonator graphs you create can be saved and loaded onto/from
the disk as "R" files for future use.

This file contains only the information for the graphs, and not the resulting
wavetable or the corresponding analog settings of your Wave 2.3 or EVU. For
reconstruction, the "INPUT WAVE" has to be saved seperatly as a "W" file. If
you have interest in results only, save the sound as a "C" file on page 2.

After you have completed a esonaton graph and want to save it to disk, move
the cursor over the "GET" field and "ROLL" to "SAVE". Move the cursor one space
to the right and give the new graph a file number that is not already used in
that section of your disk. Press "EXECUTE" and the graph is now stored on the
disk.

To load a Resonator graph from disk into the WAVETERM C's working memory, move
the cursor over the "GET" field (or use the "ROLL" function to call up "GET"),
move the cursor one space to the right and enter the file number of the graph
you want to use. Press "EXECUTE" and the graph is now shown in the visual
display.

{nnnn} 4.00

FUNCTION: INPUT WAVE


This function calculates a wavetable in relation to the frequency and gain
values of the graph. As this function is similar to a filter, it is necessary
to have values greater than 500 in each harmonic of the "INPUT WAVE" to get
reasonable results (we chose #08 or #09 from "W 001" in your DEMO section on
the disk).

Please note that the sound of your Wave 2.3 depends on the basic setting of
the analog/digital parameters (e.g. use the "PROGSET" at this page and you will
get the "RESONATOR" setting).

The result is visualized on page 2 with "DISPLAY" or on page 3.02.

Whenever there is a sound you like, you are able to save it as a "C" file on
Page 2. If you want to keep the wavetable for future use, please store it on
Page 2 in the left window, and then save it as a "W" file.


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                       PAGE 5.00                       
                                                       


{0500} 5.00

MAIN INSTRUCTION: PAGE 5.00


Page 5 is the 32-track Event Generator of the PPG System, where every note
sounded is recorded as an "event". Any one of the eight sounds in any connected
component can be played back polyphonically (up to eight voices) in any of
eight channels at any time.

You are able to create individual sequences ("S" files), which you can record
in Real Time in your 2.3, or Step Mode in the sequencer, or Edit on Page 5.01.
These sequences can then be formed into complete songs, called Play Commands
("P" files). Each of these can be named for easy reference when indexed on
Page 9.00.

On this page, you can load sampled ("T" files) and synthersizer sounds
("C" files) into the banks of the different connected components. Also you can
create combinations of several sampled sounds, called a Multi Sample ("M" file)
and several synthesizer sounds ("D" files). These combinations can be saved
onto disk and then reloaded into the WAVETERM C, which will save you the time
of having to search through disks of material.


{nnnn} 5.00

FILE INSTRUCTION "P"


The "P" file contains all information that makes up a Play Command. This
includes all the information of the Multi-Samples ("M" files), Synthersizer
Program Settings ("D" files) and Song Data (chains of single sequences). Also
you are able to "NAME" each different Play Command for easy reference. If you
"SAVE" the Play Command after running, the "TOTAL TIME" is memorized.


{nnnn} 5.00

POSITION: SOUND MEMORY WINDOW


The upper-most window in Page 5's display is the Sound Memory Window. Here, you
are able to load both "T" and "C" files into the individual banks of the units
connected to the WAVETERM C. Also, complete sets of sound files can be grouped
and "Saved/Loaded" onto/from the disk as Synthesizer Program settings
("D" files) or Multi-Samples ("M" files).

In this window, the "SET" function defines the SOUND-LOADING-BANK in any of the
connected components, especially the EVUs. This way, you can load the internal
sound programs as well as you are able to alter the sounds in any EVU with the
control knobs of the Wave 2.3. Please note: you have to press the "EDIT" key
twice on the EVUs (two points should appear at the bottom of the LCD display)
to edit the sounds in the EVU memory.

As well in this window, the "DELETE" function clears a certain bank in the
Multisample that you do not require, which prevents the "NOT FOUND" message
from being displayed while loading back the M-file.


{nnnn} 5.00

FUNCTION: FILE INSTRUCTION "D","M"


Here, you are able to load/save both "D" and "M" files, using the "ROLL"
function and pressing "EXECUTE".

The "D" file includes all the data of the Synthesizer Program settings, as well
as the 86 Sound Programs, the 20 Combi Programs (Bank Settings, Split points..)
and the 10 sequences. Please note, that a Play Command deletes the sequencer
memory of the Play Component. Be sure that your data is saved as a "D" file.

The "M" file contains the information of the grouped "T" and "C" files, and the
Analog Update Settings. When you call up a Multi-Sample, a cursor indicates
which bank has been loaded.


{nnnn} 5.00

FUNCTION: SEQUENCER CONTROLLS


In this field you are able to access two important functions of the Play
Command Window, "PLAY" and "NEW", using the "ROLL" function.

The "PLAY" function loads the beginnings of a Play Command from disk into the
working memory of the connected components. This is visualized as small lines
directly to the right of "PLAY"; each one of these represents a connected
component. Please remember that all sequences included in your Play Command
should be on the same disk. Otherwise, the WAVETERM C displays a "FATAL ERROR"
message.

The "NEW" function clears all the entries in the Play Command Window. Please
note that any Play Command information already saved onto disk is not affected
when using this function.


{nnnn} 5.00

POSITION: PLAY COMMAND WINDOW


The window in the center of the display in Page 5 is the Play Command Window.
Here, you enter chains of single sequences for each one of the connected
components to be formed into complete songs. This window features a special
kind of access to all of the seperate entries of each unit which are:

The "LEFT" and "RIGHT" cursor keys. These keys allow you to move the
window though the whole memory of the Play Command. Eight seperate entries are
viewed at any time when you move this window.

The "SET" function key. This key enables you to mark the end of a sequence.

The "INSERT" function key. This key allows you to place a single sequence in
between two sequences of a finished Play Command.

The "DELETE" function key. This key has the opposite effect from the "INSTERT"
key, as you are able to remove single sequences of a finished play Command.


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                       PAGE 5.01                       
                                                       


{0520} 5.01

MAIN INSTRUCTION: PAGE 5.01


Page 5.01, the Sub Page of Page 5, is a powerful editing feature for the Event
Generator. Not only can you add and correct several different pieces of a
sequence which have been created in Real Time, you can also create new
sequences in Step Mode.

The Parameters that you can edit in a particular sequence are Beat Number, Time
within a beat, the Gate Time, Octave, Transposition, Bank Selection, Channel
Selection and the Updates. The Update include Pitch, Loudness, Fileter Cut-off
Waveform and Filter Attenuation.

Sequences can be saved as "E" files, which allows you to save a sequence with
a full resolution of 64 steps per beat, whereas sequences saved as "S" files
only have a resolution of 16 steps per beat. Any sequences that are stored as
"E" files can not be used in a Play Command; you must enter the "E" file into
the WAVETERM C's working momory, make any alterations you wish and then press
"TEST". Now you save the new sequence as an "S" file on Page 9.




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                       PAGE 9                          
                                                       


{0900} 9.00

MAIN INSTRUCTION: PAGE 9


Advanced disk handling is Page 9's main function. Here you can save and load
the files of the different components connected to your Waveterm C onto/from
disk, as well as name and rename any of these files

Because of the large number of sounds that can be stored, there is a set of
directories that are used. The preset sounds that are supplied with the system
are in a directory called PRESETS.

Each directory is then further divided into sections. Each section could
then contain for example all your bass or drum sounds. You could create a
section for the current song you are working on.



{0901} 9

DIRECTORIES AND SECTIONS


To control the directories and sections where PPG files are stored, there are
three selectable items. The first one controls what you would like to do with
the directories/sections.

Use the 'page-up' and 'page-down' keys to change selected items.


All sounds / waveforms / songs etc are stored in sections. Several sections
are grouped together in directories.

If 'CUR.DIR' has been selected, then the next two fields to the right will
show the current directory and section that is to be accessed.


Example: Use the 'Roll' feature to get 'CUR.DIR'. Move to the next selectable
item to the right and use the 'Roll' keys to select 'PRESETS'. Now move to
the next item (marked 'section') and again using the Pageup/pagedown keys
select 'DEMOS'. If you now select 'FIND' this will give a list of all PPG
files in that directory/section.



To create a new directory or section, just select the 'MAKEDIR' function.
This will then prompt you for a directory and section name.
If the directory already exists, then it will be assumed that you would like
to add the new section to the existing directory.



To delete a directory or delete a section, select the directory and section
required then select 'DEL.DIR' or 'DEL.SEC'.
It should be noted that the PRESETS directory can not be deleted!


{0902} 9

FUNCTION: GET, SAVE, ERASE, COPY


All these functions have to be specified by a file type-code and file number
started by pressing "EXECUTE".

"GET" calls up a file from disk and loads it into working memory. If the
specified file does not exist, an error message will be displayed. Please
use "FIND" or "SEARCH" on this page to list the actual disk contents.

"SAVE" puts a file from working memory onto disk. If the specified file
already exists on the disk, you will get an warning message.

"ERASE" will delete a file on the disk. The previously used disk space becomes
immediatly available again.


COPY


There are several copy functions available for copying to and from the main
hard disk.

	A: <-   = copy file from the hard disk onto floppy disk A:.
	B: <-   = copy file from the hard disk onto floppy disk B:.
	A: ->   = copy file from floppy disk A: onto the hard disk.
	B: ->   = copy file from floppy disk B: onto the hard disk.



To access these different functions, you must use the page-up and page-down
keys on the keyboard.


{0903} 9

FILE TYPE / FILE NUMBER


Each file has a file type code and a file number which is used to access
the file.

The file type codes are:

	W       Wavetable file.
		This file contains waveforms mostly used by page1 and page2.

	T       Transient sound file.
		(sampled sound).

	C       Compound wave file.
		This is stored like a sample but is treated as waveforms.

	S       Sequence file.

	P       Playback (song) file.

	M       Multi-voice.

All file numbers are three digits long.


{0904} 9

FUNCTION: RENAME


The Waveterm C's file management system doesn't allow two of the same file
types to have an identical number in the same section or on the same floppy.

For this reason, the "RENAME" function enables you to give any file a new
number and a new name. Insert the file type and number of the "OLD FILE", move
the cursor to the right and insert the new file number. Then press "EXECUTE".

Please note that this function is also usable in the "NAME" fields. If you
wabt to change only the name of the file, it is possible to insert the same
file number at "OLD FILE" and "NEW FILE".



{0905} 9

OLD PPG FILE NUMBER


This is the current file number that may be changed for a new file number
using the RENAME function.

{0906} 9

NEW PPG FILE NUMBER


This will be the new file number that the old file number will become after
using the RENAME function.

{0907} 9

FUNCTION FIND / SEARCH


This item can be altered from FIND to SEARCH by using the page-up/page-down
keys. The find function will list all files in the current directory/section
that match any entries made in the filename area at the bottom of the
selectable item area. If no entries have been made, then ALL files will be
listed.

The search function is basically the same but will list ALL files from ALL
directories and sections.



The format of data using the "FIND" command will look like this:

T065   OR  ORCH. STROKE 3  with brass                     SB/LL  PPG 1984
                                                               
                                                               
         file name                                            
                                       SB = single bank        
      individual index                DB = double bank          
                                                                  
 file type and number                  SL = short loop     
					 LL = long  loop            
								    
					 3 character origin code   
								     
					 Year (automatically stored)


The format for the "SEARCH" command is similar but shows the directory
and section for the file and does not show loop, origin, or year.


{0908} 9

BACKUP


This feature is reserved for future versions of software.

{0909} 9

FILE TYPE MASK


This is used with the file find/search functions. If set to anything, then
when the find or search functions are used, only files of this type will be
listed.

{0910} 9

FILE NUMBER MASK


This is used with the file find/search functions. If set to anything, then
when the find or search functions are used, only files of this number will
be listed.


{0911} 9

SOUND TYPE


This is used to give an extra way of indexing sounds/files.

Generally used for Transient sounds as follows:-

	BA      Bass sounds
	BR      Brass sounds
	DR      Drums
	EF      Effects
	PC      Percussion
	VO      vocal samples

	etc...


{0912} 9

FILE NAME


This particular file name area is used to enter a file to search for.
It can also be used when renaming a file.

{0913} 9

FILE SPECIFICATION


This area is used to add more infomation about a particular file.
It is used when renaming or searching for a file.

{0914} 9

USER IDENTITY


The user infomation is a way of identifying where a sound came from or who
owns a particular sound or sequence. It is used when renaming or searching
for a file.




{tt} ---------  termination of help file --------------

